34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class print : StateMachineBehaviour {
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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Debug.Log("StateEnter");
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}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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Debug.Log("StateUpdate");
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}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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Debug.Log("StateExit");
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}
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// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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}
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